Blue Mage (3.5e Class)

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Masters of counter magic, Avatars of spell-breaking. The Blue Mages are a select group of wizards who specialize in stopping others from using magic and spells. Truly, they are the bane of any magical foe. Orderly and well organized at their best, and controlling and possessive at their worst, the Blue Mage is a class suited to those who wish to have absolute control over the flow of battle.

Blue Mages tend to work well with fighters and other melee classes, holding an enemy in place, helpless, while his companions hack them to pieces. Blue mages get along well with other mages of the White(good) and Black(evil) varieties, but dislike Green(Chaotic) and Red(Neutral) mages, finding them to unpredictable or uncontrollable.

A Blue Mage in the world may be anybody who is overly controlling or organized. He could be a jealous lover, a serial rapist, or a strict tutor.

The Blue Mage is a specialist in the arts of countering and dispelling magical effects. As such, they work especially well with warriors and other melee classes, but their style of fighting sometimes interferes with the works of other spell casters, causing tension sometimes between them and the more generic spell-casting classes.

Abilities: Like with all wizards,Intelligence determining how many spells they can cast. Charisma determining how powerful their spells are. High dexterity is a must for the Blue Mage, not just because they lack any armor proficiency, but also because it allows them to cast their spells reflexively and helps them react quickly during combat.

Reflexive Casting (Sp): Blue Mages are trained to quickly cast spells, so that they can maintain control of a battle. Whenever an opposing spell caster begins casting a spell, a Blue Mage may take a Reflex Saving Throw after the opposing spell. If the role is equal to or greater than the DC of the spell being cast, the Blue Mage may cast a spell of their own as a free action

Read and Detect Magic (Sp): Blue Mages may use read and detect magic as if they were affected by a permanency spell.

Dull Blade (Sp): Blue Mages may stop a target's attack and end that target's turn after making a reflex save. Targets with a Str modifier greater than the Blue Mages base Will Bonus are not effected.

Null Spell (Sp): A Blue Mage may negate a spell cast by any caster with a lower Int modifier than himself.

Hold Strike (Sp): At will, a Blue Mage may prevent a target from attacking once/Int Modifier per day.

Blue Aura (Sp): A Blue Mage may manifest his will in the form of a blue aura, visible to all, that spans a 10x10 ft area with himself as the center. All other beings caught within this aura may only move as the Blue Mage permits, unless they make a successful will save equal to the Blue Mage's level + his base Will Bonus. Lasts 1 round + caster's Int modifier, or until a successful Will save is made against it.

Azure Aura (Sp): As with "Blue Aura", but save must be equal to the Blue Mage's level + his base Will bonus + 10. Blue Aura must be already active to use this ability.

Focus Aura (Sp): A Blue Mage may focus his Blue or Azure Aura onto a single target, allowing control over the target as in Dominate Creature, if a successful will save is not made. This lasts until the aura has ended or been dispelled.

When a Blue Mage becomes nonlawful cannot gain new levels as a blue mage but retains all blue mage abilities.

Like a member of any other class, a blue mage may be a multiclass character, but multiclass blue mages face a special restriction. A blue mage who gains a new class or (if already multiclass) raises another class by a level may never again raise her blue mage level, though she retains all her blue mage abilities.

Some time the blue mage can take levels in some Prestige Classes without breaking the blue mage's conduct (exp: Archmage, Loremaster, Master of the Unseen Hand).